This site is in need of a severely overdue overhaul. It has been quite a while since posting anything up here.
Hopefully I can get a bit more new content up. Not sure what i want to do with it though.
I will keep you all posted. I do want to change it all over to using php. That I do know. As far as new content?
Hmm . Maybe some more links to maps or some other new projects or something. I will decide later I guess.

iNcInErAtoR

Saturday January 1, 2008

A new release of Quake 4 xctf is available. Just an updated version to make it compatible with the latest SDK ( version 1.4.2).
Check the
Q4 downloads pages.

iNcInErAtoR

SundayJanuary 14, 2007

I made an update to my stormcastle map. The map was modified to the liking hopefully by the 3 wave community.
Heres the updated map in zip form.

iNcInErAtoR

Monday December 15, 2006

People were asking me about some maps I ported for my Qfusion xctf port.
These maps, 5 in all were ported to Quake3 a while back and have all q3 entities, updated graphics
and tweaks for q3. Heres the 5 map pack
The maps were as2m7, codctf1, codctf2, bw, rocky1, and priictf1.. There are screenshots down this page some where.

iNcInErAtoR

Monday December 12, 2006

The 1.04 release of Expert Quake4 has been uploaded. Make sure to review the "ExpertReadme.txt" file in the expert directory.

On another note, I got bored and decided to try my hand at a map for quake3. I know it's way late in the season,
but what the heck. Get a gander at this screenshot. It's meant for capture the flag of course,
but has spawn points for deathmatch, and teamplay games a well. Heres more
screenshots of the map. I may be releasing a map pack of
converted quake2 maps in the future for quake3 as well. My "Storm the Castle"
map is here

iNcInErAtoR

Monday May 30, 2006

The 1.03 release of Expert Quake4 has been uploaded. It fixes a few minor bugs that were
found after releasing the 1.2 update. The few things that the 1.03 release
corrects is the team color code, which uses full q4max skins and customized
code to deal with id/raven changes with the skins. Also corrects sprites on
powerups, and removel of global sounds on pick ups of powerups. Also, released
in this pack is an entity pak file that adds Expert powerups to q4ctf1
thru q4ctf4. Also, expert powerups can now only be picked up one at a
time. On a side note, the expert game code is going open sourced. Look
for the bonus.pk4 in the mod download, there you'll find the expert goods to
help make your own game. Good Luck and Good Hunting. Look for the expert
downloads on the expert downloads section. As always, delete old versions
of expert by removing the old expert folder, and unzip the new in the Quake
4's directory. Make sure to review the ExpertReadme.txt file in the expert
directory.

iNcInErAtoR

Monday May 8, 2006

It's been a while since posting again here. Been quite busy with RL and making updates and
changes to the expert mod for the Grand Quake 4 Expert 1.02 mod to be released, And today I am proud to say it has.
I want to extend a great big thanks to LDAsh yet again for coming through on the awesome models
he made for experts new powerups. Bringing back 3 old school powerups that were in quake 2's expert mod,
which are the Mutant Jump, Vampire Artifact, and the Powershield, all ith new fx features and nice new
shiny pickup models. There were other additions made like adding armor regen server side option,
tons of server side features. There are too many things to list in this little blurb,
but its all documented in the online documents, and also in the ExpertReadme.txt file in the mods download.
So with that all said, Check out the Q4 links tab on the side and grab the mod.

iNcInErAtoR -- You have been Incinerated!

Saturday April 1, 2006

Today, Quake 4 1.0 expert has been sent out the doors. We have a few new items in the
mix for the game now. Visit the links on the side for new files and
instructions, as wellas online documentation.

iNcInErAtoR

Saturday March 25, 2006

Well some new news. Quake 4 Expert coding continues. LDash continues to put out some decent
modeling to add to the expert quake4 mod. Q4Max team from http://q4max.com team offered up
some fullbright skin code for the mod as well, and paks for skinning fullbright
models.

"X^Tigre" from "http://baseft.com", also gave an alternative
for the fullbright skis as well. I hacked them both up a bit to force team colors,
or give you the option to set the way you need.

The Handgrenade weapon is in, as well as a non spammy blaster. There has been tons of changes,
like adding a credits page in the gui, speed ups of all the weapons switching, and adding message
brag lines on times for capping.

Oh yeah, the multiplayer gui now shows carrier names in the hud
next to the opposing teams flags of the enemy carrier holding your flag. Thats a biggy and was
a big pain in the you know what to get in and working right.

Bonus points for carrier kills based are now given on a 12 second or less kill time.
Basically check the forums out here for some of the items in the wishlist that have been fullfilled.

Be patient though, I am working on a 1.1 version of the mod atm, and will be released
very soon. So for now, savor over the wishlist, add comments, requests, etc..to the list and maybe
we'll get it in there.

iNcInErAtoR

Monday January 30, 2006

Hello all.. News on this site has been lacking for a while. What we have now is Quake4 XCTF news.
We here at beta file for your tasting pleasure.
To install it, download the file, open it in winzip and point it to your quake4 directory, making sure to use folder
paths, then extract the zip . Finally load the mod, and create a multiplayer game, where you'll see all the features
of it waiting to play for you.. err against you.. err, well you know what i mean.. ENJOY..

iNcInErAtoR

Sunday August 14, 2005

Ok. Here's a bit for testing out. I have compiled a few files together for downloading,
all of them are in zip formats. These files are new files here on expertctf.net . QFusion XCTF beta releases and source
code to go with it. I have built a pak to pk3 converter also. The pak converter will take q2 .pak files and port them
to pk3 files for use under Quake3 folders. Install the application, making sure you have installed the base game
first by unzipping it to Quake3.
The only things you have to hand move over from Quake2 will be to copy Quake2/players folder to Quake3/qfexpert folder
in Quake3 directories. The pak exporter makes sure you have both Quake2 and Quake3 installed, then it will make and move
the files appropriately. The other files here are the base game and qfexpert folders, which you need to extract into
Quake3's path. There are no instructions on how everything works, but there are a bunch of configs you can try out, which
are located in Quake3/qfexpert directory. There are also base batch files to start the game with as well.
I have also released 5 maps with this beta release.
Any way, Here are the files:

**** Don't forget to copy the player models from Quake2 to Quake3/qfexpert ****

There will be no support for this, as i don't have much time to work on it any more. Good Luck and have Fun..

iNcInErAtoR

June 21, 2005

New news, I have the QFusion Linux version ported and in working condition now, after a little updating of the
make files for building it to it's robust perfection. Quake2 Expert Ctf has a new scope for entertainment now.
QFusion can be viewed at http://sourceforge.net/projects/l33t.
The Link is to an open sourced game engine(QFusion) that takes the best of Quake 2 and the best of Quake 3 and
melds them into a nice little engine that could.
Any way, There are some drawbacks to the engine. It requires licensed copies of Quake 2 and Quake 3 to make the best use of the engine.
See, what happens is this, the Qfusion engine right now the way i have it set up uses some Quake 2 player models, Quake 2 weapons
and some other miscellaneous items, and also use some Quake 3 content as well like maps ( Q3 Bsp ), items and other things like
shaders.
To make the whole complete package for xctf, I have made some changes to the engine code and the dlls to get us that old
school feel we all remember Xctf to be like, a fast paced fighting defending the flag all out war. Since I have been a 1 man
band thru all this(other then the awesome base to start from, being QFusion and Expert ctf Quake2 game code), porting to Qfusion
wasn't that difficult. Well any way, there's my little blurb for today.
In a bit, i'll put up some more shots of the linux stuff in motion. But to say the least, now i have 2 platforms this will run on.
Anyone interested in making a mac port, can give me a hollar and we'll see what's up.. Still not ready for releasing this yet tho.
I have about 5 of the Quake2 old school maps ported so far.

iNcInErAtoR

Sunday June 19, 2005

Ok, It's been a loooong time since i Posted anything new on on this website. So, sue me. that just
may happen, but i don't give a shit. I have been working on a new project. A Qfusion expert ctf port
that just may bring a smile to peoples faces. What ?, you say is QFusion? QFusion is a mesh of Quake 2 and Quake3
code slewed together to make a pretty kickass game engine. So far, I have completely ported all of the Quake2
expert ctf code to it. WHat else have I been doing you ask? A few more things, like porting old expert ctf maps
to Quake 3 maps which Qfusion will support.(In xctf's world they will be fully supported old school q2 maps).
Here's a few links just for the kick of it.

Happy Holidays, and another new Year heads our way, Again...
I haven't wrote anything new here in quite a while. Well here's the deal. I've been working on
a game engine with a few people in the Torque community. We are working on a racing game. The game is a work in progress
at the moment. More will be told about it later i guess.
In the meantime, I just made an old update available to some people, so i figured I may as well add a new download up here.
Quake 2 Expert ctf finally is getting an update that i have had laying on my hard drive for quite some time. So, now the details.
The version is now 4.04 , with some updates. Heres a few of the changes.

Spectate with some new views now.

Matrix command override crash fix

New mapcyclecfg server cvar

Made the blaster removable via sv prop vars

Fixed team messaging spam that could crash a server

Different Bfg10k shoots a single rail and a rocket

Well, visit the Quake2 downloads section to get the updated 4.04 Release. It comes with both
Win32 and Linux flavors in one zip file.

iNcInErAtoR

January 10, 2004

Happy Holidays, and another new Year heads our way. Web design almost done. Sorta getting sidetracked
at the moment. Thanks to Macbeth for the cool center graphic and other graphics on the design of the pages.
On a side note:
Nothing new going on at the moment with these mods. I do have a Battlebots update,
bringing version 0.7 to version 0.8. The new version/versions would also be
able to be played in Q3A, as well as TA game modes in seperate vm builds. I'm
trying to get a hold of Diordna to talk about uploading the new version to the
site. He seems to be pretty busy with life at the moment and doesn't have much time for Quake3 stuff.
If there are any people interested in trying the updates i can find a way to get them a version of it for
toying around with.
That's all I have for now i think...

iNcInErAtoR

December 21, 2003

New Web Page Look:
In for an overhaul. Please be patient while we get everything synched up together,
and thanks for your patience.

iNcInErAtoR

December 18, 2003

XCTF-mod 1.02 is up for the taking. The new version has quite a few improvements,
as well as unexpected features. The new File can be had xctf Bot mod 1.02 here.
Some notable changes:

Added some player Effects for 4 levels of health for all players, all game modes.

Made crosshairname show health for enemies ,teammates, and spectators, all
game modes.(Now you'll know when to fight, and to run!)

Improved bot grappling a bit more, made them tougher to play against and less
predictable while grappling(try a team game, you'll be surprised). They arent
perfect, but pretty darn good offhand grappling bots.

Added "lethality" cvar for new instagib style play.

Added "railonly" cvar, which when enabled, will disable freegear, except triple
rail. With this there is no gauntlet, but you still have a grapple.

Adjusted the health statusbar to show over 999 health, as playing a few bot only games
i saw a few bots able to make health they had over 999.

Increased weapon firing speeds, and weapon switching speeds to smooth weapons out a bit
and to not leave a player with a time where they wouldn't be able to fire for
to long a period.

Adjusted the grapple to do damage and when colliding with players do damage and pull
you around.

Added some new configs to run a few different gametypes.

Since there were many changes, including effects added and models adjusted, if you previously
installed xctf 1.0, delete the xctf folder and install this new zip file in its
place, then run as usual. ENJOY.... Again , any feedback will be responded to. I
just dare you to play the a Team Deathmatch game of this with bot_grapple 1
enabled. For more information read the text files in the xctf folder after
installation.

XCTF-mod 1.0 has been released. Now Supporting bot grappling. This is very entertaining,
and the bots prey on you pretty good. Change log has been included with the new
download xctf 1.0 here.
Enjoy!!

We are proud to announce the release of our NEW Quake 3 XCTF mod
(not to be confused with the old newexpert Mod) featured recently on the
front page of Planetquake’s
web site under the article titled “Are You An Expert CTF Player?”. Word from the servers has been thumbs up from all
who’ve tried this fast but furious game. Stripped down (you wanted nekkid –well you got nekkid!!) for next to no
configurations and ultra fast gameplay, it includes the following features: